#include "mainscene.h"
#include<config.h>
#include <QIcon>
#include <QPainter>
#include<QMouseEvent>
#include <ctime>

mainscene::mainscene(QWidget *parent)
    : QWidget(parent)
{
        //初始化场景
        initScene();
}


mainscene::~mainscene()
{

}
void mainscene::initScene()
{
    //初始化窗口大小
    setFixedSize(GAME_WIDTH,GAME_HEIGHT);
    //设置窗口标题
    setWindowTitle(GAME_TITLE);
    //设置图标资源
    setWindowIcon(QIcon( GAME_ICON));
    //定时器设置
    m_Timer.setInterval(GAME_RATE);
    playGame();
    m_recorder = 0;
    //随机数种子
    srand((unsigned int)time(NULL));
}
void mainscene::playGame()
{
    //启动定时器
    m_Timer.start();
    //监听定时器
    connect(&m_Timer,&QTimer::timeout,[=](){
    //敌机出场
    enemyToScene();
    //更新游戏中元素的坐标
    updatePosition();
    //重新绘制图片
    update();
    collisionDetection();
    });
}

void mainscene::updatePosition()
{
    //更新地图坐标
    m_map.mapPosition();

    //发射子弹
        m_hero.shoot();
        //计算子弹坐标
        for(int i = 0 ;i < BULLET_NUM;i++)
        {
            //如果子弹状态为非空闲，计算发射位置
            if(!m_hero.m_bullets[i].m_Free)
            {
                m_hero.m_bullets[i].updatePosition();
            }
        }
        //敌机坐标计算
            for(int i = 0 ; i< ENEMY_NUM;i++)
            {
                //非空闲敌机 更新坐标
               if(m_enemys[i].m_Free == false)
               {
                  m_enemys[i].updatePosition();
               }
            }
            //计算爆炸播放的图片
                for(int i = 0 ; i < BOMB_NUM;i++)
                {
                    if(m_bombs[i].m_Free == false)
                    {
                       m_bombs[i].updateInfo();
                    }
                }
}

void mainscene::paintEvent(QPaintEvent *event)
{
    QPainter painter(this);

    //绘制地图
    painter.drawPixmap(0,m_map.m_map1_posY , m_map.m_map1);
    painter.drawPixmap(0,m_map.m_map2_posY , m_map.m_map2);
    //绘制英雄
    painter.drawPixmap(m_hero.m_X,m_hero.m_Y,m_hero.m_Plane);

    //绘制子弹
        for(int i = 0 ;i < BULLET_NUM;i++)
        {
            //如果子弹状态为非空闲，计算发射位置
            if(!m_hero.m_bullets[i].m_Free)
            {
                painter.drawPixmap(m_hero.m_bullets[i].m_X,m_hero.m_bullets[i].m_Y,m_hero.m_bullets[i].m_Bullet);
            }
        }
        //绘制敌机
            for(int i = 0 ; i< ENEMY_NUM;i++)
            {
                if(m_enemys[i].m_Free == false)
                {
                    painter.drawPixmap(m_enemys[i].m_X,m_enemys[i].m_Y,m_enemys[i].m_enemy);
                }
            }
            //绘制爆炸图片
                for(int i = 0 ; i < BOMB_NUM;i++)
                {
                    if(m_bombs[i].m_Free == false)
                    {
                       painter.drawPixmap(m_bombs[i].m_X,m_bombs[i].m_Y,m_bombs[i].m_pixArr[m_bombs[i].m_index]);
                    }
                }
}
//鼠标
void mainscene::mouseMoveEvent(QMouseEvent * event)
{
    int x =  event->x() -m_hero.m_Rect.width() * 0.5;
    int y =  event->y() -m_hero.m_Rect.height() *0.5;

    //边界检测

    if(x <= 0 )
    {
        x = 0;
    }
    if(x >= GAME_WIDTH - m_hero.m_Rect.width())
    {
        x = GAME_WIDTH - m_hero.m_Rect.width();
    }
    if(y <= 0)
    {
        y = 0;
    }
    if(y >= GAME_HEIGHT - m_hero.m_Rect.height())
    {
        y = GAME_HEIGHT - m_hero.m_Rect.height();
    }

    m_hero.setPosition(x,y);
}
//敌机
void mainscene::enemyToScene()
{
    m_recorder++;
    if(m_recorder < ENEMY_INTERVAL)
    {
        return;
    }

    m_recorder = 0;

    for(int i = 0 ; i< ENEMY_NUM;i++)
    {
        if(m_enemys[i].m_Free)
        {
            //敌机空闲状态改为false
            m_enemys[i].m_Free = false;
            //设置坐标
            m_enemys[i].m_X = rand() % (GAME_WIDTH - m_enemys[i].m_Rect.width());
            m_enemys[i].m_Y = -m_enemys[i].m_Rect.height();
            break;
        }
    }
}
//碰撞检测
void mainscene::collisionDetection()
{
    //遍历所有非空闲的敌机
    for(int i = 0 ;i < ENEMY_NUM;i++)
    {
        if(m_enemys[i].m_Free)
        {
            //空闲飞机 跳转下一次循环
            continue;
        }

        //遍历所有 非空闲的子弹
        for(int j = 0 ; j < BULLET_NUM;j++)
        {
            if(m_hero.m_bullets[j].m_Free)
            {
                //空闲子弹 跳转下一次循环
                continue;
            }

            //如果子弹矩形框和敌机矩形框相交，发生碰撞，同时变为空闲状态即可
            if(m_enemys[i].m_Rect.intersects(m_hero.m_bullets[j].m_Rect))
            {
                m_enemys[i].m_Free = true;
                m_hero.m_bullets[j].m_Free = true;
                //播放爆炸效果
                                for(int k = 0 ; k < BOMB_NUM;k++)
                                {
                                    if(m_bombs[k].m_Free)
                                    {
                                        //爆炸状态设置为非空闲
                                        m_bombs[k].m_Free = false;
                                        //更新坐标

                                        m_bombs[k].m_X = m_enemys[i].m_X;
                                        m_bombs[k].m_Y = m_enemys[i].m_Y;
                                        break;
                                    }
                                }
            }
        }
    }
}
